Quote Originally Posted by Renault View Post
I just quoted a key word here. You're absolutely right, you SHOULD be able to sweep up another kill. However...Respawns are nearly instant, and many classes have self heals. Also, you probably used your burst and much of your CC to kill the healer, and often those enemy DPS will have no issue simply running back towards their bridge to get those sweet, invincible heals.
When you quote a keyword, you should also point out the context behind it, too. The deaths should following suit if your damage is on track on focusing and following up. We're not talking about the healers instantly respawning (if respawn was instant, then you wouldn't be able to raise anyone) and being able to jump back into action, either; There's a 3 second timer for the actual return, followed by the raise animation, and then finally they can move. That's roughly 5 seconds of no outgoing healing.

You don't necessarily need burst damage or CC to kill people who aren't receiving any heals (nor can it be the case for the most part, because beyond oGCD bursts, they still have cooldowns active). Beyond recuperation, only BRD out of the ranged jobs actually have a form of self heal, and I don't believe DoMs have access to recuperate at all. I stick by my statement; if you can't kill a dps in that amount of time frame where they have no healer, it's probably not a "deserved" kill to begin with.

Quote Originally Posted by Renault View Post
As the game is currently, it is my belief that it is easier to run back to spawn and live than it is to chase down an enemy to secure a kill. I think a better balance would be:
IMO, this should be the case. You've already lost momentum and pacing when you lose a healer, and at that point your focus should be minimizing loss. If the latter was more of the case, then we'd more likely see games being decided on the first death because it's that much harder to come back from it.